04 April 2011, 11:04 | #121 | ||
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Thank you, but in fact i think i didn't draw a single object myself, i just used my scanner, or pictures from the internet, or some pictures i took myself with a digital camera Quote:
I bet you would be the first, beside me |
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04 April 2011, 22:20 | #122 |
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I rewrote my c2p code.
surprisingly bad news, it's even slower than my old , but i'm pretty sure it should be faster.. Maybe it's a WinUAE only effect ? I'm to tired now, but tommorrow i'll put QON for download with my new c2p routine. Maybe someone with a real Amiga could tell me then how fast it works (?) I suspect WinUAE executing movem.l faster than it actualy should compared to a real Amiga , that's why my old c2p could be faster.. Or maybe i just need to do it all in Fast ram, and then copy to chip ram with movems , like with my old c2p (?).. Ah well, guess i'll just drink to forget .. or i'm going to play some mass effect rather, think that's even better... much better ! Edit: if you want to help me test this you can do this there: http://eab.abime.net/showthread.php?t=58617 Last edited by Lord Riton; 05 April 2011 at 16:08. |
07 April 2011, 09:12 | #123 | |||
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New grab in the zone. This time it should be the right place ; there are a lot of moving NPCs in a place using Captive gfx Btw. I've had a quick look at the code. Apparently you like macros a lot But this makes the code quite unreadable - and very long. Btw2. WinUae isn't at all a good way to see if code is faster than previous version or not Now a few things to signal... Typo : 3rd month of the year in english is "March", not "Marsh". As long as you have an Intuition screen, mouse handling would be much better with Intuition messages rather than direct peeking bfe001/dff016. This way, people returning to WB by switching screen will not inadvertently click on your buttons - or restart the whole game. I've seen a few bmi+beq branching on same label. As you have a 68k, not a 6502, you can remplace them by "ble" instruction (or "bls" if your cmp is unsigned). Your program makes Enforcer hits upon startup, and when clicking "continue with that level" in the editor. But with Enforcer turned on, the editor won't crash and i can use it. Here are the reports : Code:
Enforcer Hit! Bad Program! 04-Avr-11 20:56:03 WORD-READ from 00000000 PC: 6806DD52 USP: 680AA2EC SR: 0000 SW: 0769 (U0)(-)(-) TCB: 68065BC0 Data: 00000000 0000001E 0000000B 0000001E 00000004 6806922C 04A700B5 000AD511 Addr: 6806922C 68004928 00000000 00000000 68153138 68155D38 68066FE8 -------- Stck: 00000000 0000001E 0000000B 0000001E 00000004 6806922C 04A700B5 000AD511 Stck: 68069208 6806C238 680691C0 68004928 68153138 68155D38 68066FE8 6806FE8E PC-8: 002E4CDF 03034E75 48E7FFFE 20796807 17962279 6807179A 2469002C 26690030 PC *: 36130829 00050017 6600001C 23C86807 17964EB9 6806DDBC 20396807 1796C0E9 Name: "Background CLI" CLI: "QON.exe" Hunk 0000 Offset 000069E2 Code:
Enforcer Hit! Bad Program! 04-Avr-11 21:01:09 WORD-READ from 09CDF893 PC: 680E2B2A USP: 6808AAF0 SR: 0011 SW: 0769 (U0)(-)(-) TCB: 680887D0 Data: 681AC888 00000126 00000065 00000002 09CDF891 0000005C 0000024D 00000005 Addr: 681AC8D0 680F3C99 09CDF891 00000002 680A8FF0 00000230 68066FE8 -------- Stck: 00000009 00000004 00000001 00000119 00000058 0000023C 00000071 000AD511 Stck: 681BA098 68183B48 68090048 680B3378 680A8FF0 00000230 68066FE8 680CC4EE PC-8: 00084EF9 680E2B32 38280006 04440001 E54C2479 680EB9A0 28324000 D88A2444 PC *: 382A0002 48C4E58C C8FC0003 88FC0004 48C4EEAC E28C2C01 2A029284 9484DC84 Name: "Background CLI" CLI: "QON.exe" Hunk 0000 Offset 0002D522 Further inquiry located the offending instructions at : - _string_taille in source "supermac" - Value "CharKern" (A3) is 0. So we read a word from location 0. Oops. - in main source, label prendre_x_texture, move.w 2(a2),d4 reads from bogus address |
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07 April 2011, 10:46 | #124 |
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the new version runs well on my amiga 1240 in middle size. i've found the room with npc :-).
great graphics it reminds me the texture quality of alien vs predator on atari jaguar |
07 April 2011, 12:11 | #125 | ||||||
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CLS rp1 SETFONT rp1,topaz8 COLOR rp1,#41,#0 PRINT rp1,#txt_print_game_title,#10,#51 SETFONT rp1,ruby15 COLOR rp1,#30,#0 PRINT rp1,#txt_print_menu,#11,#14 RESET_BOUTONS BOUTON #bt_dlg_001 ; OK BOUTON #bt_dlg_002 ; ANNULER dlg_002 MOUSEWAIT Quote:
Ha ! thank you, i was never good at spelling, neither in english, nor in french or german Quote:
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Guess this is just another proof that my assembler skills are not that great Quote:
The code at "prendre_x_texture" is indeed a bit "strange", but it should not point to a false adress. here is the code that i found strange: Code:
move.l (a2,d4.w),d4 ; offset de la structure du mur dans murs add.l a2,d4 move.l d4,a2 move.w 2(a2),d4 Code:
move.l (a2,d4.w),d4 ; offset de la structure du mur dans murs add.l d4,a2 move.w 2(a2),d4 Thanks for your long "report" Nice ! Thank you Last edited by TCD; 07 April 2011 at 12:12. Reason: Back to back posts merged. Use multi-quote. |
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07 April 2011, 18:43 | #126 | |
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Now a small tip: You can use local labels in your source: Code:
testlabel nop nop .locallabel nop nop .anotherlocallabel nop nop .exit rts anothertestlabel nop nop .locallabel nop nop .anotherlocallabel nop nop .exit rts I used to do it they way you did in your source code, until I discovered them only a few years ago (thanks to meynaf). |
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07 April 2011, 20:25 | #127 | ||
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I already was asking myself why people offten use points befor the name on their variables, and i didn't like how it looked |
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11 April 2011, 09:18 | #128 | ||||
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Your "supermac" reminds me a lof of my own system framework, though it's done in a very different way. Quote:
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Perhaps D4 is simply too large and goes after the table, or the table isn't initialised at that point. If you can not use Enforcer or a similar tool (which is most probably the case on any emulator), then you can add some address comparison at these places to check if the address is valid or not, or some range-checking to D4. Then, seeing a bad address coming, you can debug it. |
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11 April 2011, 10:19 | #129 | |
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This value it reads is then taken to set a textures length, and probably the value it reads is much to high so when i draw that wall's texture it crashes the program. |
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24 April 2011, 14:18 | #130 |
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I fixed a bug that did freeze the game in the underground levels when the framerate was to fast. It happened to me when using "JIT" option on WinUAE, or also when using the small view without JIT. It was a problem related to the NPC pathways. It did not happen in the town level because i had no NPCs with pathways there.
I also added a QONreadme.txt file with a little bit of control instructions. I finnaly added a new little dungeon, entrance is right in front of the player when starting the game in the "game" mode. Not really worth the download if you didn't have the problem with the bug. |
25 April 2011, 09:21 | #131 |
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25 April 2011, 13:54 | #132 |
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I think i fixed that bug as well, but i can't really say, i never got it myself, you tell me please
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28 April 2011, 08:21 | #133 |
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29 April 2011, 02:32 | #134 |
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Enforcer
It's not Windows' memory management itself actually. Well I guess in Windows you can regard it as a (humble) equivalent of the ASSERT functionality in MSVC++. assert() is a great helper in Win32 programming---and sometimes a life saver---e. g. it can be used to detect strings you built, which due to an error (that you made) wreak havoc in the memory. Or discover mischief done by pointers that point to some area where they ought NOT point to at all...
Last edited by andreas; 29 April 2011 at 02:39. |
02 May 2011, 08:43 | #135 | |
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But it has little to do with Enforcer, which just traps accesses to where you shouldn't fetch data at all, such as lower addresses (f.e. address zero). Anyway i have made the tests. There are heaps of enforcer hits (word-read from 0 at code offset $6b9c), even when starting in game mode. Just press right mouse button during the game, then left button to show the game menu, and you'll get more hits. Apparently one error has been fixed, but the other has become worse. Something to do with startup/cleanup code, perhaps. It is really too bad you no longer have a real Amiga setup |
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02 May 2011, 19:13 | #136 |
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What settings should I use to run this in WinUAE? I only had an Amiga 500, none of the others and I'm somewhat confused by the processor/system setting options of WinUAE.
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02 May 2011, 23:27 | #137 |
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The main options:
CPU: - 68030 processor - JIT option checked. RAM: 2 MB CHIP + 8MB FAST ROM: Kickstart 3.1 CPU speed: Fastest possible Display: fullscreen "doubblescan", or if you like it like on an older TV screen, "Scanelines". If you use all these options you should get 50 FPS even in fullscreen mode and using the largest view on even a basic PC (with at least a 2GHz processor). If you don't get that speed you probably did something wrong. |
03 May 2011, 01:18 | #138 | |
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03 February 2012, 13:55 | #139 |
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Someone said my portraits do not fit with the game.
What about these ? Unfortunatly i am not a graphician, and i didn't hire one either. These pictures come all from various internet sites. It's also why i didn't update the QON files with them. |
03 February 2012, 18:21 | #140 |
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I think they look spot on.
Edit: BTW, don't give up on QON. Please... |
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